19 (natural armor)
187 (34d8+34)
walk 30 ft.
Int +12, Wis +10, Cha +11
Arcana +12, Deception +11, History +12, Insight +10, Perception +10
truesight 120 ft.
Common plus up to five other languages
17
As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.
As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.
The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: • Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion • 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt • 2nd level (3 slots): hold person, ray of enfeeblement, suggestion • 3rd level (3 slots): counterspell, fireball, fly • 4th level (3 slots): confusion, hallucinatory terrain, wall of fire • 5th level (2 slots): dominate person, dream, geas • 6th level (1 slots): circle of death, disintegrate • 7th level (1 slots): etherealness, prismatic spray • 8th level (1 slots): feeblemind
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
19 (natural armor)
203 (37d8 + 37)
walk 30 ft.
Int +12, Wis +10, Cha +11
Arcana +12, Deception +11, History +12, Insight +10, Perception +10
truesight 120 ft.
Common plus up to five other languages
17
+6
The nagpa makes three Staff or Deathly Ray attacks. It can replace one attack with a use of Spellcasting.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 24 (7d6) necrotic damage.
Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (7d6 + 6) necrotic damage.
The nagpa casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): • At will: detect magic, mage hand, message, minor illusion • 2/Day each: fireball, fly, hold person, suggestion, wall of fire • 1/Day each: dominate person, etherealness, feeblemind
The nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.
The nagpa forces each creature within 30 feet of it to make a DC 20 Wisdom saving throw, excludingUndead and Constructs. On a failed save, a target is paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.